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- example_exp_table:
- first_table_item:
- # This item will drop every 3 level ups
- period: 3
- # This item has a 80% chance to drop every 3 level ups
- chance: 80
- # Every successive fail in claiming the item will reduce
- # the risk of failing future claims by X%. With a 80%
- # fail reduction rate, chances become:
- # - 80%
- # - 96%
- # - 99.2%
- # - 99.84%
- # so on forever..
- #
- # This is better than just increasing the claim chance by a
- # certain amount each time because otherwise the claim chance
- # just becomes/surpasses 100% at some point.
- fail-reduction: 80
- # What happens when that item is claimed
- triggers:
- - 'exp{amount=20}'
- second_table_item:
- period: 2
- triggers:
- - 'exp{amount=80}'
- - 'command{format="broadcast Boy, %player_name% level up twice in one of his(her) professions!"}'
- # Exp table used by class to provide
- # one skill point every level up
- class_exp_table:
- skill_point:
- period: 1
- triggers:
- - 'command{format="mmocore admin skill-points give %player% 1"}'
- second_exp_table:
- # Base exp every level up, sweet.
- some_item:
- period: 1
- triggers:
- - 'exp{amount=100}'
- # Extra exp every 3 levels
- some_other_item:
- period: 3
- triggers:
- - 'exp{amount=100}'
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